Remove "Debug" haptic channel and debug hotkey, prepare Mupen
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045c4815a4
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@ -703,8 +703,6 @@ namespace BizHawk.Client.EmuHawk
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// handle events and dispatch as a hotkey action, or a hotkey button, or an input button
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// ...but prepare haptics first, those get read in ProcessInput
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var finalHostController = (ControllerInputCoalescer) InputManager.ControllerInputCoalescer;
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// for now, vibrate the first gamepad when the Fast Forward hotkey is held, using the value from the previous (host) frame
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InputManager.ActiveController.SetHapticChannelStrength("Debug", InputManager.ClientControls.IsPressed("Fast Forward") ? int.MaxValue : 0);
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InputManager.ActiveController.PrepareHapticsForHost(finalHostController);
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ProcessInput(
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_hotkeyCoalescer,
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@ -10,12 +10,7 @@ namespace BizHawk.Emulation.Common
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/// <seealso cref="IEmulator" />
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public class ControllerDefinition
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{
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public ControllerDefinition()
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{
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#if DEBUG
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HapticsChannels.Add("Debug");
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#endif
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}
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public ControllerDefinition() {}
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public ControllerDefinition(ControllerDefinition source)
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: this()
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@ -23,14 +23,13 @@ namespace BizHawk.Emulation.Cores.Nintendo.N64
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public PutSettingsDirtyBits PutSyncSettings(N64SyncSettings o)
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{
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_syncSettings = o;
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SetControllerButtons();
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SetControllerButtons(_syncSettings = o);
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return PutSettingsDirtyBits.RebootCore;
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}
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private void SetControllerButtons()
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private void SetControllerButtons(N64SyncSettings syncSettings)
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{
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static void AddN64StandardController(ControllerDefinition def, int player)
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static void AddN64StandardController(ControllerDefinition def, int player, bool hasRumblePak)
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{
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def.BoolButtons.AddRange(new[] { $"P{player} A Up", $"P{player} A Down", $"P{player} A Left", $"P{player} A Right", $"P{player} DPad U", $"P{player} DPad D", $"P{player} DPad L", $"P{player} DPad R", $"P{player} Start", $"P{player} Z", $"P{player} B", $"P{player} A", $"P{player} C Up", $"P{player} C Down", $"P{player} C Left", $"P{player} C Right", $"P{player} L", $"P{player} R" });
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def.AddXYPair(
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@ -40,15 +39,22 @@ namespace BizHawk.Emulation.Cores.Nintendo.N64
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0,
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new CircularAxisConstraint("Natural Circle", $"P{player} Y Axis", 127.0f)
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);
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if (hasRumblePak) def.HapticsChannels.Add($"P{player} Rumble Pak");
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}
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ControllerDefinition.BoolButtons.Clear();
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ControllerDefinition.Axes.Clear();
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ControllerDefinition.BoolButtons.AddRange(new[] { "Reset", "Power" });
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for (var i = 1; i <= 4; i++)
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for (var i = 0; i < 4; i++)
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{
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if (_syncSettings.Controllers[i - 1].IsConnected) AddN64StandardController(ControllerDefinition, i);
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if (_syncSettings.Controllers[i].IsConnected)
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{
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AddN64StandardController(
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ControllerDefinition,
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i + 1,
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syncSettings.Controllers[i].PakType == N64SyncSettings.N64ControllerSettings.N64ControllerPakType.RUMBLE_PAK);
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}
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}
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}
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}
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@ -130,7 +130,7 @@ namespace BizHawk.Emulation.Cores.Nintendo.N64
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api.frame_advance();
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api.frame_advance();
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SetControllerButtons();
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SetControllerButtons(_syncSettings);
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}
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private readonly N64Input _inputProvider;
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